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Doom Editing Digest Vol. 01 Nr. 469
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #469
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 4 November 1995 Volume 01 : Number 469
Hexen Specs on ftp.cdrom.com
Savegame Specs
DISCOVERY
RE: Final Enemy
Re: DISCOVERY
Re: repost of newdoor?
ideas for kewl deathmatch
hexen specs 0.9 released
Re: WAD selling issues (long)
Re: WAD selling issues (no so long anymore)
HEXEN Scripts Proposal: SCRIPTS entry
Player 3d deaths
Re: HEXEN Scripts Proposal: SCRIPTS entry
Re: DISCOVERY
Re: ideas for kewl deathmatch
----------------------------------------------------------------------
From: bmorris@islandnet.com (Ben Morris)
Date: Thu, 2 Nov 95 19:54 PST
Subject: Hexen Specs on ftp.cdrom.com
I've uploaded the specs to ftp.cdrom.com. They should be available soon.
The filename is HEXSPC09.ZIP.
This is a preliminary release.
- - ben
- -/-
Ben Morris: Irritant at large bmorris@islandnet.com
SavanTech/Zerius/C++/Rush/DCK http://www.islandnet.com/~voltaire
Watch for DCK and HexenCK 3.0 real soon now, eh! Real soon! Yeah!
------------------------------
From: vile@dazed.nol.net
Date: Thu, 2 Nov 1995 22:05:12 -0600
Subject: Savegame Specs
Anyone know where the savegame specs are? Supposedly they were in the doom
specs but I didnt see them there. Then I heard they were on some web page.
They werent there either. Well... where the hell are they?
- -ArchVile
============================================================================
------------------------------
From: jbrown@odont.com (Morphius)
Date: 2 Nov 1995 21:39:32 PDT
Subject: DISCOVERY
DISCOVERY: 2nd chance effect
I was experimenting with multiple player starts and found out something
interesting.
Set Up:
one 2 sector room
3 player 1 starts
1 imp
I found out that if the imp hurt one of the other players (which are
stationery) it would hurt me too and that when I was killed I would lose
my weapon but still live until I was hit a few more times. I don't know
how anyone could put this to use in a level but it is a neat effect.
if you have any questions write to: JBrown@odont.com
/-/-Delekhan-\-\
------------------------------
From: Michael Deckerd <deckerd@gonzo.wolfenet.com>
Date: Thu, 02 Nov 1995 22:04:02 -0800
Subject: RE: Final Enemy
At 08:12 AM 11/1/95 -0000, you wrote:
>...My problem was that when experimenting I would
>try putting in one of the targets or one of the shooters without the other.
This seems to crash DOOM2 big time!
>But the combination of head, shooter and targets works really well...
>
...You don't need the head; just at least one Spawnspot for *any number*
of Boss shooters. I set up two shooters targeting a spawnspot in a giant
room once, worked great.
------------------------------
From: User417923@AOL.COM
Date: Fri, 3 Nov 1995 01:33:28 -0500
Subject: Re: DISCOVERY
I don't think your discovery is very new. You don't have to have 3 player 1
starts positions, just one additional 1 and you can add the extra positions
to any wad.
You will start in the last player 1 start position added and anything that
causes you damage not( just monsters) will create the living dead effect. I
have added extra postions
to deathmatch wads while working on them to test out how a player will fly
off ledges
etc. and had this occur. If you type IDDQD you can shoot your clone off
ledges, into
teleporters, and just have a blast. Make sure that you do not follow
yourself through a
teleporter because you will be telefragged even if you are invincible. ;)
------------------------------
From: Jesper Andersson <m95jea@student.tdb.uu.se>
Date: Fri, 3 Nov 1995 12:25:02 +0100 (MET)
Subject: Re: repost of newdoor?
On Wed, 1 Nov 1995, Yugo Nakai wrote:
> I have found no problems with the web page, but both Netscape and my FTP
> program cannot find the FTP side... WS_FTP says:
>
> "can't get "ftp://ftp.luth.se" host entry
> Connection to ftp://ftp.luth.se failed"
>
> (1) Is this site still functioning?
> (2) Has anyone else had better luck with this?
>
> Thanks in advance.
>
I've had problem's with the web-page too, but the FTP-site works, though
it's not always available to the net-public...
------------------------------
From: Pandion-Knight <s337239@student.uq.edu.au>
Date: Fri, 3 Nov 1995 21:59:03 +1000 (GMT+1000)
Subject: ideas for kewl deathmatch
Does anyone know a way to make a player die in 3d ? you know how you kill
a player in deathmatch/coop, he always dies facing you even if you blast
them in the back ?
I figure if you sacrifice a few injury frames of useless monsters (like
the wolf 3d men, maybe) you COULD have 3d men... if anyone figures a
solution to this, please let me know !! i'd love to blast people in the
back and watch them fall on their face.... away from me. Maybe even
totally new death scenes depending on how and what direction they're shot
from !! - but dont change the mush scenes - they're irreplaceable.
An avid deathmatcher, even if he is fragged 100-1 :)
Christopher Voutsis
Email: s337239@student.uq.edu.au
IRC: Pandion (after 9pm most nights :)
------------------------------
From: jschuur@flash.globalnews.com
Date: Fri, 3 Nov 1995 12:50:15 +0000 (GMT)
Subject: hexen specs 0.9 released
ben morris has uploaded the first version of the official hexen specs
to ftp.cdrom.com. they are currently in the /pub/idgames/newstuff dir and
called hexspc09.zip. later they will be moved to /pub/idgames/doc/editing.
enjoy,
</j>
------------------------------
From: AFree120@AOL.COM
Date: Fri, 3 Nov 1995 10:25:40 -0500
Subject: Re: WAD selling issues (long)
You do need doom to build a wad. Doesn't the editor search for the Doom.wad
before it can access the textures etc?
------------------------------
From: John Wakelin <johnw@datametrics.com>
Date: Fri, 3 Nov 95 11:28:25 -0500
Subject: Re: WAD selling issues (no so long anymore)
From: AFree120@AOL.COM
Reply-To: doom-editing@nvg.unit.no
> You do need doom to build a wad. Doesn't the editor search for the Doom.wad
> before it can access the textures etc?
Yes, most do, however, they don't have to. id asked that they not
allow people who don't own the game to use PWADs. This is a
safe-guard to help honor that *request*. There is nothing that
technically keeps you from creating a PWAD without doom2.wad.
Have a great day,
johnw
-= John Wakelin =-
- -= .sig copyright violator =-
-= TeamTNT - Member =-
------------------------------
From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 03 Nov 95 17:47:24+0100
Subject: HEXEN Scripts Proposal: SCRIPTS entry
I just read the official hexen specs. Something seems to be real wrong:
once you've compiled a script, you can't un-compile it.
That means for the first time the information in the WAD file isn't
enough for later WAD editing sessions.
That's why I propose all level editors define and handle an entry
called SCRIPTS, associated to each levels, that will represent the
source code of all the scripts in the level.
This entry will not be used by HEXEN, but will allow people to later
modify their scripts, or to distribute those scripts in WADs.
A mere text entry won't add much to the WAD size, and will be
optional anyway.
What do you think of this proposal? anything I missed?
Olivier Montanuy
Ps: I will code that into WinTex 4.1 this W.E.
------------------------------
From: cheryl l coovert <clcoov0@mik.uky.edu>
Date: Fri, 3 Nov 95 13:10:22 -0500
Subject: Player 3d deaths
Hey Pandion, I made the 3d death frames for the player...it's a small
(14k) WAD file...I'm kinda proud of it, even if all I did was edit the injury
and death frames...looks good, but turns out that, since the player's view
follows you, the character spins to look at you (at least until they hit the
respawn button). You can shoot them in the back and see them fall forward, but
only if they're fast on the use button.
- -Geo
if anyone wants the .WAD, email me (clcoov0@mik.uky.edu)
------------------------------
From: jschuur@flash.globalnews.com
Date: Fri, 3 Nov 1995 18:27:07 +0000 (GMT)
Subject: Re: HEXEN Scripts Proposal: SCRIPTS entry
On 3 Nov 1995, Olivier wrote:
> That's why I propose all level editors define and handle an entry
> called SCRIPTS, associated to each levels, that will represent the
> source code of all the scripts in the level.
speaking of 'scripts' and 'entries', can someone suggest a good place
under the /pub/idgames directory structure for a new hexen script dir?
/pub/idgames/levels/hexen/scripts e.g.? any better ideas out there?
</j> (idgames ftp site admin)
------------------------------
From: jbrown@odont.com (Morphius)
Date: 3 Nov 1995 13:31:44 PDT
Subject: Re: DISCOVERY
DO>Original Sender: User417923@AOL.COM
DO> I don't think your discovery is very new. You don't have to have 3 player
DO>starts positions, just one additional 1 and you can add the extra positions
DO>to any wad.
DO>You will start in the last player 1 start position added and anything that
DO>causes you damage not( just monsters) will create the living dead effect. I
DO>have added extra postions
DO>to deathmatch wads while working on them to test out how a player will fly
DO>off ledges
DO>etc. and had this occur. If you type IDDQD you can shoot your clone off
DO>ledges, into
DO>teleporters, and just have a blast. Make sure that you do not follow
DO>yourself through a
DO>teleporter because you will be telefragged even if you are invincible. ;)
I hadn't heard of it before...my mistake.
/-/-Delekhan-\-\
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Fri, 3 Nov 1995 16:37:43 -0500 (EST)
Subject: Re: ideas for kewl deathmatch
On Fri, 3 Nov 1995, Pandion-Knight wrote:
> Does anyone know a way to make a player die in 3d ? you know how you kill
> a player in deathmatch/coop, he always dies facing you even if you blast
> them in the back ?
Heh! This can be done pretty easily, without even editing the .EXE file any.
Normally, the player's death goes through frames PLAYH0 through
PLAYN0. To get the player's death frames to be displayed at different
angles depending where you are--`to make a player die in 3-D', as you put
it--do this:
1. Draw all the pictures you need. Don't look at me. :)
2. The eight pictures required for the first frame are
PLAYH1 -- facing toward you
PLAYH2 -- facing toward you and to the left
PLAYH3 -- facing to the left
PLAYH4 -- facing away and to the left
PLAYH5 -- facing away
...
PLAYH8 -- facing toward you and to the right
3. The numbering is the same for the remaining frames. PLAYI(1-8) are the
pictures for the second frame, PLAYJ(1-8) for the third frame, and so on.
4. Insert the pictures into a WAD file as sprites. Remember that the
`insertion point' for each picture should be at the center of the bottom row!
So, for example, for a 40x60 picture, the insertion point should be at 20,60.
5. Use Deutex, Wintex, or Deusf (or some other, lesser program) to insert
all the other sprites into your new WAD file. The program you use SHOULD
leave out the usual PLAYH0-PLAYN0 frames.
6. Play the game and spill lotsa blood. >;)
Matthew Miller -- rmiller@infinet.com
------------------------------
End of doom-editing-digest V1 #469
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